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About Tigro

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  1. Oh, that's one of the codes I referred to as being "buggy" in the first post - I saw it but discarded it after seing someone mentioning bugs but now that I read the whole topic again after you linked to it, I see that the author have actually patched all the bugs. Great, that's just what I needed, thank you :)
  2. Thanks for the reply. It doesn't seem to be an easy task at all, though, that's why I was hoping for a little automation :( Are there really no higher level way of achieving this, like some libraries or a given engine features?
  3. What I'm trying to achieve for my current project is a simple 2D map generation (or, being more precise, the screen space tessellation) where not all of the "cells" have the same number of neighbours. So for example I'd be fully content with a Voronoi diagram like this:   But the cells don't have to be convex polygonal (or polygon-like) at all. The may very well look like this:     All that matters to me is to be able to easily create such maps programming-wise and also be it efficient enough for mobile devices to handle. Also the cells created with this method will have to be clickable cause I want to bind some actions to them.   Does any engine support something like this out of the box or with a well-known library or asset? Normally I work in Unity but frankly, I don't even know where to start if I were to do it in it. There are some open source Voronoi diagram codes for Unity but they're complex, have bugs and don't make the next step, which is making the cells clickable, easy at all as they're geared toward simple line drawings.   What tool would you recommend for my needs? How would you go about creating something like this?
  4. I know this question may look weirdly specific but I'm just creating a game (2D platformer, side view) with a dog as the main character and I'm looking for the best dog sprites I'm gonna find in the public domain or under some low-restriction license allowing me to use it comercially.   I've browsed all the most popular free game art places and the best I've found so far is this one from GameArt2D. I absolutely love the cartoonish style and the fact that there are even all the animations packed in makes it hard for anything to even come close, I guess, but I figured it wouldn't hurt to ask and keep looking around for a bit.   So - do you know any other free dog sprites (some basic animations along with that would be even cooler)?
  5. Are there any free/relatively cheap modular 2D sprites generators automated similarly to the likes of Fuse? Would be great if they provided the rig (or the possibility to export finished animations?) as well just as Fuse does. Does anything like that exist?
  6. Thanks for the replies. In that case, I guess I'll just go realistic drawing first, probably with "Drawing on the Right Side of the Brain" - or has there been something new with comparable reputation in the past years?
  7. Is there any good source to learn how to create 2D cartoon-like graphics for games for beginners in visual arts as a whole? I know that "cartoon-like" is a broad term but I just wanted to highlight that I'm not looking for any realistic drawing lessons or anything like that. Is it even a sensible question or should learning reaistic drawing be step one regardless of the eventual style I'd like to achieve?
  8. Of course I would have left it be if it weren't so viciously tied to my lack of focus while coding and thus completely not useful to anyone in the future But yeah, dear stranger from the future - change self.isPlayerMove to self.isPlayerTurn because that's what you meant and used throughout your game ;)
  9. EDIT: Geez, it was just a minor bug... Sorry for the hassle, please remove :)
  10. Tigro

    Some OpenGL crash course?

    Nobody has any tips on how to tackle this? :( Sorry for bumping but each day is working for my disadvantage.
  11. Tigro

    Some OpenGL crash course?

    Oh, of course we can use libraries like SFML or SDL, sorry for not specifying outright :) We just have to program the visuals using OpenGL but whether you put GLUT or anything else on top of it doesn't matter.
  12. So for one of the gamedev courses I'm attending at my uni, we are to develop a simple-yet-working 3D game over the course of two weeks using OpenGL 2.x and a language of our choice. Having very little experience with OpenGL (I know how to open a window, draw some simple shapes and that's about it) I'm quite baffled by the task and lost as to where to even start. I thought about developing something simple like a mini golf simulator (thankfully we don't have to worry about physics here and are allowed to treat them as we like) but as I said - I'm still clueless where to put my hands into.   Most of the tutorials I found are either for OpenGL 4.x or are very slow paced (I mean "Lesson 25: let's rotate a shape" kind of slow) and thus, even if they are good and go in-depth, I can't really treat them as my main source of knowledge cause I simply won't be able to finish them AND the game over such short time. The best thing for my purpose I saw, I think, were NeHe's gamedev tutorials. Is there something you could recommend or some advice you could give me to develop a working simulator in such short time?
  13. Thank you all for your replies. It seems it should be the best to start with the newer instances, then. However, could you please also tell me how do they compare to each other as long as difficulty goes? Is learning the newer versions considerably harder? Less intuitive? Is the whole shaders-only attitude (I heard that's how you code in GL 3+?) harder to grasp in the beginning?
  14. Sorry, of course I messed up - meant "library" where "engine" stood. Edited just now.   Thank you for your post. I guess I wouldn't mind the API changing since the prof clearly stated he isn't interested in the version we're using as long as it solves the problems he'll throw at us and the projects we'll make to pass the course. Having said that, do you think it'd be more rewarding to go with the newer versions?
  15. This year at my Uni, we're starting a course of OpenGL. The professor gave us full freedom as to what library we use along with it and what version of OpenGL we use for our projects but the lectures will be centered around FreeGLUT and OpenGL 2.1. Could anybody more accustomed to OpenGL suggest me whether I should stick to such couple or choose something different?   I have absolutely no experience with OpenGL, if that matters. Also, as for the language I don't have any specific preferences. If I were to point one or two I like the most, I'd probably say C++ and Python. Of course I tried googling it and asking around but couldn't find anything - I just heard that FreeGLUT is quite basic and there are more convenient and more rewarding library to learn like SFML, GML and SDL. Also, apparently 2.1 is quite old version of OpenGL and the newer ones - based solely on shaders or so I've heard - are the standard which should be used...   Being quite confused on the matter, I kindly ask for your opinions. Which version should I learn if that's my start with OpenGL? What library to go with it?
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